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Was reading about compiler performance with C++ and lots of small files, does DOTS suffer from this?

Discussion in 'Data Oriented Technology Stack' started by Arowx, Apr 3, 2020.

  1. Arowx


    Nov 12, 2009
    In C++ when you have a large project you can have hundreds of code and header files to compile which can cause significant overhead as these are often very small files that may need to be parsed multiple times (e.g. like "using Unity;").

    In general I believe C# is considerably faster at compiling than C++, however Unity does employ C++ compilation via the IL2CPP build process.

    My thinking here is with DOTS potentially generating a lot more smaller code files e.g. one per system as opposed to multiple functions per object.

    Q1: Could large projects therefore become slower to build and compile with DOTS than with Monobehaviours due to the shear number of code files and using headers?

    Q2: Has anyone experience really slow build times with larger DOTS projects than they have with similar scale Mono projects?

    Q3: Considering IL2CPP what could Unity do in the build process that would maximise minimize compile times e.g. consolidate or Unify* the source files with common dependencies?​

    *Unifying or combining source files is sometimes used with C++ to speed up build times but at the cost of rebuilds as smaller changes need larger re-compiles.
  2. tertle


    Jan 25, 2011
    Go look at il2cpp output, they are not small files o_O